Sympathy

Contents

Overview

The game mechanic has a sympathy system, that direct characters's personality and their reactions to moral choices such as crimes, aiding people, console proficiency...etc. The system is not visible, however, can be described indirectly from character's comments in their profile, the various of dialogues when cheering up depressed people and other factors.

Degree of sympathy

Characters

Effects

Console proficiency

Lowest

Bruno, Emilia, Roman, Computer Specialist, Insurance Agent

Least sensitive to moral choice such as crimes, aiding people, witnessing member of party suffering from crisis states or even death.

Emotionally detached causing them to be rarely content nor depressed.

Steal supplies when leave the shelter.

Either argue or get into fight with other at night when being in bad mood.

React poorly when their day to day needs are not met and when wounded in battle or end up sick

Almost can't console other

Moderate

Anton, Arica, Marin,

Irina, Pharmacist

Less sensitive to moral choice such as crimes, aiding people, witnessing member of party suffering from crisis states or even death.

Slightly emotional making it hard for them to be either content or depressed.

Steal supplies when leave the shelter.

Either argue or get into fight with other at night when being in bad mood.

Reacts poorly to being lethally wounded or sick

Decent

High

Pavle, Katia, Marko, Christo,

Henrik, Forester, Police Officer, Photographer

Sensitive to moral choice such as crimes, aiding people, witnessing member of party suffering from crisis states or even death.

Somewhat strong emotion leading them to easily become content or depressed.

Either thinking or sobbing all night when being in bad mood.

Does not upset other survivors when badly injured or sick

High chance of successful cheering up

Highest

Zlata, Cveta, Boris, Psychologist

Extremely sensitive to moral choice such as crimes, aiding people, witnessing member of party suffering from crisis states or even death.

Very strong emotion causing them to very easily become content or depressed.

Either thinking or sobbing all night when being in bad mood.

Will assure others that they are going to be fine even if badly wounded or sick.

High chance of successful cheering up( is still able to fail though)

Crimes

Character

Consequenceof direct theft

If another charactercommitted theft

Anton

Sad

Less Sad

Arica

Sad

No concern

Boris

More Sad

Sad

Bruno

Less Sad

No concern

Cveta

More Sad

Sad

Emilia

No concern

No concern

Katia

Sad

Sad

Marin

Sad

Sad

Marko

Sad

Sad

Pavle

Sad

Sad

Roman

No concern

No concern

Zlata

Sad

Sad

Computer Specialist

No concern

No concern

Insurance Agent

No concern

No concern

Murder

Characters

Direct murder

Learn other did it

Note

Anton

Sad

No concern

Arica

Sad

No concern

Boris

Sad to Broken

Sad

Bruno

Sad

No concern

Cveta

Sad to Depression

Sad

Emilia

Sad

No concern

Katia

Sad

Sad

Marin

Sad

Sad

Marko

Sad

Sad

Pavle

Sad

Sad

Roman

Sad

No concern

Zlata

Sad

Sad

Computer Specialist

Sad

No concern

Insurance Agent

Sad

No concern

Brief table

Locations

Theft affect character

Murder affect character

Notes

Brothel

None

Almost never

Other characters receive a morale boost if you rescue prisoners.

City Hospital

Usually sad

Often depression

Construction Site: Snipers scenario

None

None to positive

Construction Site: Bad soldiers scenario

None

Almost never

If you let Boris go scavenge on this scenario he always get sad, no matter you kill soldiers or not.

Central Square

Usually sad

Often depression

Garage

Usually sad

Often depression

Cveta did the heist, Cveta and Anton have concern in their thought but none of them was sad.

Bruno is apathetic

Hotel: Trader survivors

Usually sad

Often depression

Hotel: Kidnappers

None

None to positive

Rescuing the hostage makes characters content

Hotel: Lunatic

Usually sad

Usually sad

Military Outpost

Almost never

Slight

Quiet House

Usually sad

Often depression

Ruined Villa: Couple

Usually sad

Often depression

Ruined Villa: Deserter soldiers

None

Almost never

Semi-Detached House: Unfriendly women

Usually sad

Often depression

Semi-Detached House: Trader survivors

Usually sad

Often depression

Shelled School: Homeless people

Usually sad

Often depression

Shelled School: Rebel soldiers

None

Usually sad

Small Apartment Building: An elderly couple and their son

Usually sad

Often depression

Small Apartment Building: Well armed thugs

None

Almost never

Sniper Junction

Not available

Saving the man makes characters content.

St. Mary's Church: Priest Olek

Usually sad

Often depression

St. Mary's Church: Bandits

None

None

Supermarket: Girl in peril

None

None

Saving the girl is actually the factor making characters content, killing the soldier is unnecessary.

Supermarket: Armed looters

None

Often depression

Warehouse: Armed thugs

Positive

Positive

Aiding people

Console proficiency

Bug

There was a bug in version 1.3, that made survivors sad even if they steal from the Hotel (kidnappers scenario), Ruined Villa (deserters scenario), St. Mary's Church (bandits scenario), and Small Apartment Building (thugs scenario). This bug was fixed in veresion 2.0.3.